top

  Info

  • Utilizzare la checkbox di selezione a fianco di ciascun documento per attivare le funzionalità di stampa, invio email, download nei formati disponibili del (i) record.

  Info

  • Utilizzare questo link per rimuovere la selezione effettuata.
Level up! : the guide to great video game design / / Scott Rogers
Level up! : the guide to great video game design / / Scott Rogers
Autore Rogers Scott
Edizione [Second edition.]
Pubbl/distr/stampa Chichester, West Sussex : , : Wiley, , 2014
Descrizione fisica 1 online resource (xii, 535 pages) : illustrations
Disciplina 794.81536
Collana Game designer of Pac-Man World and Maximo series
Soggetto topico Computer games - Programming
Computer games - Design
Video games - Design
ISBN 1-118-87719-5
1-118-87721-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents; Introduction Press Start!; If You Are Anything Like Me; No, You Can't Have My Job; Who Is This Book For?; Why a Second Edition?; Level 1: Welcome, N00bs!; A Brief History of Video Games.; The Brave New World of Gaming: Mobiles, Online Distribution, and Touchscreens.; Game Genres.; Who Makes This Stuff?; Have You Thought about Publishing?.; Level 2: Ideas; Ideas: Where to Get Them and Where to Stick Them.; Getting Ahead of the Game.; What Do Gamers Want?.; Brainstorming.; Breaking Writer's Block.; Why I Hate "Fun".; Level 3: Writing the Story; Once Upon a Time . . ..
The Triangle of Weirdness.A Likely Story.; Time to Wrap It Up.; A Game by Any Other Name.; Creating Characters Your Players Care About.; A Few Pointers on Writing for Kids of All Ages.; Writing for Licenses.; Level 4: You Can Design a Game, but Can You Do the Paperwork?; Writing the GDD, Step 1: The One-Sheet.; Writing the GDD, Step 2: The Ten-Pager; Writing the GDD, Step 3: Gameplay Progression; Writing the GDD, Step 4: The Beat Chart; Writing the GDD, Step 5: The Game Design Document (and the Awful Truth about Writing It); Writing the GDD, Step 6: Above All, Don't Be a Jerk
Level 5: The Three Cs, Part 1: CharacterWho Do You Want To Be Today?; Finally, We Talk About Gameplay; Level 6: The Three Cs, Part 2: Camera; Get It Right: Camera Views; First Person Camera; Third Person Camera; Giving Up Control; Two and a Half D; Isometric Camera; Top-Down Camera.; AR Cameras.; Special Case Cameras.; Tunnel Vision.; Camera Shot Guide.; Camera Angle Guide.; Camera Movement Guide.; Other Camera Notes.; Multiple-Player Cameras.; Level 7: The Three Cs, Part 3: Controls; Control Is in Your Hand.; You've Got the Touch.; Dance, Monkey, Dance; Character or Camera Relative?.
Shake, Rattle, and Roll.Level 8: Sign Language: HUD and Icon Design; Heads Up!.; There Are Other Screens Than the HUD.; A Final Word on Fonts.; Level 9: Everything I Learned About Level Design, I Learned from Level 9; The Top 10 Cliché Video Game Themes; The Name Game; Everything I Learned About Level Design, I Learned from Disneyland. .; Following Procedure; You've Got the Beat; Re-using Re-use; The Gary Gygax Memorial Mapping Section; Sandbox Play; Illusional Narrative; The Dave Arneson Memorial Mapping Section; Wrapping Up Mapping; Gray Matters; Leave the Training Level for Last
Levels without CharactersLevel 10: The Elements of Combat; 400 Quatloos on the Newcomer!; Put 'Em Up!; And a One and a Two; The Big Finish; Live by the Sword; Now You Have to Kiss Me; Let's Get Defensive; Dodging the Bullet; On Guarding; State of the Art Bang Bang; The Best Gun for You; Run and Gun; Not Just Shooting; Dang it, Jones! Where Doesn't It Hurt?; Death: What Is It Good For?; Conflict Without Combat; Level 11: They All Want You Dead; Sizing Up the Enemy.; Bad Behavior.; How Rapid is Rapid?.; Movement Style .; Bring on the Bad Guys.; I Love Designing Enemies.; I Hate You to Pieces.
Non-Enemy Enemies.
Record Nr. UNINA-9910790933503321
Rogers Scott  
Chichester, West Sussex : , : Wiley, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Level up! : the guide to great video game design / / Scott Rogers
Level up! : the guide to great video game design / / Scott Rogers
Autore Rogers Scott
Edizione [Second edition.]
Pubbl/distr/stampa Chichester, West Sussex : , : Wiley, , 2014
Descrizione fisica 1 online resource (xii, 535 pages) : illustrations
Disciplina 794.81536
Collana Game designer of Pac-Man World and Maximo series
Soggetto topico Computer games - Programming
Computer games - Design
Video games - Design
ISBN 1-118-87719-5
1-118-87721-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents; Introduction Press Start!; If You Are Anything Like Me; No, You Can't Have My Job; Who Is This Book For?; Why a Second Edition?; Level 1: Welcome, N00bs!; A Brief History of Video Games.; The Brave New World of Gaming: Mobiles, Online Distribution, and Touchscreens.; Game Genres.; Who Makes This Stuff?; Have You Thought about Publishing?.; Level 2: Ideas; Ideas: Where to Get Them and Where to Stick Them.; Getting Ahead of the Game.; What Do Gamers Want?.; Brainstorming.; Breaking Writer's Block.; Why I Hate "Fun".; Level 3: Writing the Story; Once Upon a Time . . ..
The Triangle of Weirdness.A Likely Story.; Time to Wrap It Up.; A Game by Any Other Name.; Creating Characters Your Players Care About.; A Few Pointers on Writing for Kids of All Ages.; Writing for Licenses.; Level 4: You Can Design a Game, but Can You Do the Paperwork?; Writing the GDD, Step 1: The One-Sheet.; Writing the GDD, Step 2: The Ten-Pager; Writing the GDD, Step 3: Gameplay Progression; Writing the GDD, Step 4: The Beat Chart; Writing the GDD, Step 5: The Game Design Document (and the Awful Truth about Writing It); Writing the GDD, Step 6: Above All, Don't Be a Jerk
Level 5: The Three Cs, Part 1: CharacterWho Do You Want To Be Today?; Finally, We Talk About Gameplay; Level 6: The Three Cs, Part 2: Camera; Get It Right: Camera Views; First Person Camera; Third Person Camera; Giving Up Control; Two and a Half D; Isometric Camera; Top-Down Camera.; AR Cameras.; Special Case Cameras.; Tunnel Vision.; Camera Shot Guide.; Camera Angle Guide.; Camera Movement Guide.; Other Camera Notes.; Multiple-Player Cameras.; Level 7: The Three Cs, Part 3: Controls; Control Is in Your Hand.; You've Got the Touch.; Dance, Monkey, Dance; Character or Camera Relative?.
Shake, Rattle, and Roll.Level 8: Sign Language: HUD and Icon Design; Heads Up!.; There Are Other Screens Than the HUD.; A Final Word on Fonts.; Level 9: Everything I Learned About Level Design, I Learned from Level 9; The Top 10 Cliché Video Game Themes; The Name Game; Everything I Learned About Level Design, I Learned from Disneyland. .; Following Procedure; You've Got the Beat; Re-using Re-use; The Gary Gygax Memorial Mapping Section; Sandbox Play; Illusional Narrative; The Dave Arneson Memorial Mapping Section; Wrapping Up Mapping; Gray Matters; Leave the Training Level for Last
Levels without CharactersLevel 10: The Elements of Combat; 400 Quatloos on the Newcomer!; Put 'Em Up!; And a One and a Two; The Big Finish; Live by the Sword; Now You Have to Kiss Me; Let's Get Defensive; Dodging the Bullet; On Guarding; State of the Art Bang Bang; The Best Gun for You; Run and Gun; Not Just Shooting; Dang it, Jones! Where Doesn't It Hurt?; Death: What Is It Good For?; Conflict Without Combat; Level 11: They All Want You Dead; Sizing Up the Enemy.; Bad Behavior.; How Rapid is Rapid?.; Movement Style .; Bring on the Bad Guys.; I Love Designing Enemies.; I Hate You to Pieces.
Non-Enemy Enemies.
Record Nr. UNINA-9910828012203321
Rogers Scott  
Chichester, West Sussex : , : Wiley, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Libgdx cross-platform game development cookbook : over 75 practical recipes to help you master cross-platform 2D game development using the powerful Libgdx framework / / David Saltares Márquez, Alberto Cejas Sánchez
Libgdx cross-platform game development cookbook : over 75 practical recipes to help you master cross-platform 2D game development using the powerful Libgdx framework / / David Saltares Márquez, Alberto Cejas Sánchez
Autore Saltares Márquez David
Edizione [1st edition]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2014
Descrizione fisica 1 online resource (516 p.)
Disciplina 793.9326696
Collana Quick answers to common problems
Soggetto topico Java (Computer program language)
Computer games - Programming
Soggetto genere / forma Electronic books.
ISBN 1-78328-730-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Diving into Libgdx; Introduction; Setting up a cross-platform development environment; Creating a cross-platform project; Understanding the project structure and application life cycle; Updating and managing project dependencies; Using source control on a Libgdx project with Git; Importing and running the Libgdx official demos; Chapter 2: Working with 2D Graphics; Introduction; Texture rendering with SpriteBatch; More effective rendering with regions and atlases
Taking advantage of Libgdx spritesRendering sprite-sheet-based animations; Understanding orthographic cameras; Using ShapeRenderer for debug graphics; Handling multiple screen sizes with viewports; Chapter 3: Advanced 2D Graphics; Introduction; Achieving juicy effects with particles; Frame buffers and image composition; Welcome to the world of shaders; Passing parameters into shader programs; 2D depth of field shader; Embedding a Libgdx window into a Java desktop application; Chapter 4: Detecting User Input; Introduction; Detecting user input via event polling
Detecting user input via event listeningManaging multiple listeners at once; Detecting more complex gestures; Introducing the controllers API; Input mapping for cross-platform development; Chapter 5: Audio and File I/O; Introduction; Playing short sound effects; Audio streaming for background music; Optimizing audio files to reduce download sizes; Procedural audio generators; Engine sounds with dynamic audio; The 2D space sound system; The first approach to file handling in Libgdx; Using preferences to store game states and options; The XML parsing primer
JSON serialization and deserializationChapter 6: Font Rendering; Introduction; Generating and rendering bitmap fonts; Baking effects into fonts using Hiero; Scaling friendly font rendering with distance fields; Dynamic font effects using distance fields; Chapter 7: Asset Management; Introduction; Getting to know AssetManager; Asynchronous asset loading; Creating custom asset loaders; Managing groups of assets for bigger games; Chapter 8: User Interfaces with Scene2D; Introduction; Introducing the Scene2D API; Widget collection overview; Creating a basic menu screen using tables
Skin customizationCreating new widgets; Chapter 9: The 2D Maps API; Introduction; Creating maps with Tiled and loading them into Libgdx; Adding and querying map metadata; Developing your own map loaders and renderers; Chapter 10: Rigid Body Physics with Box2D; Introduction; Introducing Box2D; Introducing more complex shapes; Introducing joints; Real-life joints example - bike simulator; Reacting to collisions; Sensors and collision filtering; Querying the world; Building a physics world from level data; Implementing a deferred raycaster; The fixed timestep approach
Chapter 11: Third-party Libraries and Extras
Record Nr. UNINA-9910459807103321
Saltares Márquez David  
Birmingham : , : Packt Publishing, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Location-Based Gaming : Play in Public Space / / by Dale Leorke
Location-Based Gaming : Play in Public Space / / by Dale Leorke
Autore Leorke Dale
Pubbl/distr/stampa Singapore : , : Springer Singapore : , : Imprint : Palgrave Macmillan, , 2019
Descrizione fisica 1 online resource (XII, 266 pages : 26 illustrations)
Disciplina 304.2
Soggetto topico Human Geography
Computer games - Programming
Culture
Technology
Sociology, Urban
Technology - Sociological aspects
Digital media
Game Development
Culture and Technology
Urban Studies/Sociology
Science and Technology Studies
Digital/New Media
ISBN 981-13-0683-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. Introduction -- Part One: Discourses and Ideologies -- 2. A Definition and Brief History of Location-based Games (2001-8) -- 3. ‘The City Becomes the Game’s Playground’: Discursive Claims -- Part Two: The App Ecology -- 4. Location-based Gaming’s Second Phase (2008 – present) -- 5: Location-based Gaming Apps and the Labour of Play -- Part 3: City-funded Location-based Games -- 6. Urban Policy and Participatory Planning Location-based Games -- 7. Wayfinding and Codemaking in the City of Melbourne -- 8. Conclusion.
Record Nr. UNINA-9910350289103321
Leorke Dale  
Singapore : , : Springer Singapore : , : Imprint : Palgrave Macmillan, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Lua quick start guide : the easiest way to learn Lua programming / / Gabor Szauer
Lua quick start guide : the easiest way to learn Lua programming / / Gabor Szauer
Autore Szauer Gabor
Edizione [1st edition]
Pubbl/distr/stampa Birmingham ; ; Mumbai : , : Packt Publishing, , [2018]
Descrizione fisica 1 online resource (194 pages) : illustrations
Disciplina 005.133
Soggetto topico Lua (Computer program language)
Computer games - Programming
Application software - Development
Soggetto genere / forma Electronic books.
ISBN 1-78934-013-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910466589303321
Szauer Gabor  
Birmingham ; ; Mumbai : , : Packt Publishing, , [2018]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
LÖVE for Lua game programming [[electronic resource] ] : master the Lua programming language and build exciting strategy-based games in 2D using the LÖVE framework / / Darmie Akinlaja
LÖVE for Lua game programming [[electronic resource] ] : master the Lua programming language and build exciting strategy-based games in 2D using the LÖVE framework / / Darmie Akinlaja
Autore Akinlaja Darmie
Pubbl/distr/stampa Birmingham, UK, : Packt Pub., 2013
Descrizione fisica 1 online resource (1 v.) : ill
Collana Community experience distilled
Soggetto topico Computer games - Programming
Computer games - Design
Soggetto genere / forma Electronic books.
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910462679303321
Akinlaja Darmie  
Birmingham, UK, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Marmalade SDK mobile game development essentials [[electronic resource] ] : get to grips with the Marmalade SDK to develop games for a wide range of mobile devices, including iOS, Android, and more / / Sean Scaplehorn
Marmalade SDK mobile game development essentials [[electronic resource] ] : get to grips with the Marmalade SDK to develop games for a wide range of mobile devices, including iOS, Android, and more / / Sean Scaplehorn
Autore Scaplehorn Sean
Pubbl/distr/stampa Birminghan, UK, : Packt Pub., 2012
Descrizione fisica 1 online resource (318 p.)
Disciplina 005.3682
Collana Community experience distilled.
Soggetto topico Computer games - Programming
Mobile computing
Soggetto genere / forma Electronic books.
ISBN 1-283-96093-1
1-84969-337-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with Marmalade; Installing the Marmalade SDK; Installing a development environment; Choosing your Marmalade license type; Downloading and installing Marmalade; Using the Marmalade Configuration Utility; Managing your Marmalade account and licenses; Viewing an overview of your account; Updating your profile information; Managing your licenses; Managing your user list; Creating a Marmalade project; Creating the ""Hello World"" project
The MKB file for the ""Hello World"" projectThe source file for the ""Hello World"" project; Building the ""Hello World"" project; The build directory; The data directory; Building and running in the Windows simulator; Deploying a Marmalade project; Compiling the ""Hello World"" project for the ARM CPU; Deploying the ""Hello World"" project; Installing on Android devices; Installing on iOS devices; Installing on BlackBerry QNX devices; Installing on Bada devices; Summary; Chapter 2: Resource Management and 2D Graphics Rendering; The Marmalade ITX file format; The CIwManaged class
Instantiating a class with the class factoryParsing a class; Serializing a class; Resolving a class; The Marmalade resource manager; Adding IwResManager to a project; Specifying resources with a GROUP file; Loading groups and accessing resources; The CIwResource class; GROUP file serialization; Resource handlers; Graphics APIs provided by the Marmalade SDK; The s3eSurface API; The IwGL API and OpenGL ES; The Iw2D API; The IwGx API; Using IwGx to render 2D graphics; IwGx initialization and termination; Rendering a polygon; Materials and textures; Vertex streams; Color streams; UV streams
Drawing a polygonDisplaying the rendered image; Example code; The ITX project; The Graphics2D project; The Skiing project; The GameObject class; The ModeManager and Mode classes; Summary; Chapter 3: User Input; Detecting key input; Initialization and update of key information; Detecting key state; Detecting key state changes using polling; Detecting key state changes using callbacks; Detecting character code input; Detecting character code input using polling; Detecting character code input using callbacks; Inputting strings; Detecting touch screen and pointer input
Determining available pointer functionalityDetermining the type of pointer input; Determining the type of stylus input; Updating current pointer input status; Detecting single touch input; Detecting single touch input using polling; Detecting single touch input using callbacks; Detecting multi-touch input; Detecting multi-touch input using polling; Multi-touch input using callbacks; Recognizing gesture inputs; Detecting a swipe gesture; Detecting a pinch gesture; Detecting accelerometer input; Starting and stopping accelerometer input; Reading accelerometer input
Smoothing accelerometer input
Record Nr. UNINA-9910463005803321
Scaplehorn Sean  
Birminghan, UK, : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Mastering CryENGINE : use CryENGINE at a professional level and master the engine's features to build AAA quality games / / Sascha Gundlach, Michelle K. Martin
Mastering CryENGINE : use CryENGINE at a professional level and master the engine's features to build AAA quality games / / Sascha Gundlach, Michelle K. Martin
Autore Gundlach Sascha
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2014
Descrizione fisica 1 online resource (278 p.)
Disciplina 004.38293
Collana Community experience distilled
Soggetto topico Computer games - Programming
Open source software
Soggetto genere / forma Electronic books.
ISBN 1-78355-026-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Setting Up the Perfect Pipeline; What is a production pipeline?; Importance of a strong pipeline; Version control for CryENGINE projects; What version control does for you; Production without version control; Working from a shared folder; Selecting a VCS for CryENGINE projects; Setting up version control for CryENGINE; Sandbox; Identifying CryENGINE project files to be excluded from version control; Automated builds and build scripts; Creating nightly builds
Setting up a build serverOperating system; What the build scripts should do; Creating your custom build script; Writing your own script; Wrapping it up; Scheduling automated builds; Automated performance tests; Using level statistics to profile the performance of a level; Build integration; Integrating a new version of CryENGINE; Engine depot; Project branch; Integration; Quality assurance processes; QA pipeline in larger scale teams; QA pipeline in smaller teams; Working without a QA pipeline; Understanding issue tracking in CryENGINE; Summary
Chapter 2: Using the CryENGINE Input System - Keyboard, Mouse, and Game ControllerThe CryENGINE input system; A layer of abstraction; Input event system; Game actions; Action Maps; Multiple Action Maps; Creating a new Action; Setting up an Action event; Adding an Action mapping; Reacting to Action events; Action events in code; Action events in FlowGraph; Filtering Actions; Creating Action Filters; Using Action Filters; Reacting to Input events; Code; FlowGraph; User profiles; Modifying user profiles; DLCs and patches; Input event names reference; Keyboard; Mouse; XBox 360 controller
PS3 controllerSummary; Chapter 3: Building Complex Flow Graph Logic; Who uses the flow graph system?; A more complex application of the flow graph; Revisiting the basics of flow graphs; Types of nodes; Entity nodes; Component nodes; Flow graph data format and storage; The entity nodes with dynamic targets; What happens if we input the wrong EntityId?; A more complex application of dynamic EntityIds; Let's take a shortcut; Q - node quick search; F/G - link highlighting; Ctrl + Shift + V - paste nodes with links; Embedding the flow graphs; GameTokens; The GameToken libraries
Reacting to a game token changing its stateThe GraphTokens variable; Accessing the Lua functionality; Creating nodes in C++ and Lua; Adding ports to an entity flow graph node; Creating flow graph nodes using Lua script; Creating flow graph nodes using C++; Summary; Chapter 4: Morphs and Bones - Creating a Facial Setup for Your Character; Creating a facial setup for a character; Exporting the character's head; Using facial expression libraries; Creating a new facial expression library; Mapping the library; Creating expressions; Facial animation; Creating facial sequences
Using Facial Sequences in the engine
Record Nr. UNINA-9910453266403321
Gundlach Sascha  
Birmingham : , : Packt Publishing, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Mastering oculus rift development : explore the new frontier of virtual reality with the Oculus Rift and bring the VR revolution to your own projects / / Jack Donovan
Mastering oculus rift development : explore the new frontier of virtual reality with the Oculus Rift and bring the VR revolution to your own projects / / Jack Donovan
Autore Donovan Jack
Pubbl/distr/stampa Birmingham, [England] : , : Packt, , 2017
Descrizione fisica 1 online resource (299 pages) : illustrations
Disciplina 794.81526
Soggetto topico Computer games - Programming
Computer games - Design
Virtual reality
ISBN 1-78646-178-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910163862003321
Donovan Jack  
Birmingham, [England] : , : Packt, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Mastering SFML game development : create complex and visually stunning games using all the advanced features available in SFML development / / Raimondas Pupius
Mastering SFML game development : create complex and visually stunning games using all the advanced features available in SFML development / / Raimondas Pupius
Autore Pupius Raimondas
Pubbl/distr/stampa Birmingham : , : Packt, , 2017
Descrizione fisica 1 online resource (433 pages) : illustrations
Soggetto topico Computer games - Programming
Computer games - Design
ISBN 1-78646-684-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910162763203321
Pupius Raimondas  
Birmingham : , : Packt, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui